Augusto, Juan CarlosMiddlesex University.Seoane, FernandoUniversity of Borås, Faculty of Caring Science, Work Life and Social Welfare. KTH-School of Technology and Health.Ledhocki, FedorSlovak University of Technology.Arends, JohanTechnical University of Technology.Ungureanu, ConstantinHobo Heeze.Wichert, ReinerFraunhofer IGD.

Involving users in the design process of new products and services is generally disputed as a prerequisite for fulfilling users' needs and requirements. The importance of user involvement has been argued also regarding the development of new medical technology. Collaboration between users and developers/designers is however not without problems due to differences in, e.g. background, training, perspective, and vocabulary. In order to address these differences, the need for different 'mediating tools' has been emphasized. One type of mediating tools is product representations (PRs). Earlier studies have most often focused on the type of PR that should be used in different phases of the development process in order to get input on different designs. This paper describes instead how and in what situations different PRs mediated communication and collaboration between professional users (medical experts) and designers in an innovation project targeting a solution for long-term monitoring of brain activity based on electroencephalographic (EEG) signals.

4. Deliverable 4.5: Context-aware Content Interpretation

Kontopoulos, E.

et al.

CERTH, Thessaloniki, Greece.

Darányi, Sándor

University of Borås, Faculty of Librarianship, Information, Education and IT.

Wittek, Peter

University of Borås, Faculty of Librarianship, Information, Education and IT.

The current deliverable summarises the work conducted within task T4.5 of WP4, presenting our proposed approaches for contextualised content interpretation, aimed at gaining insightful contextualised views on content semantics. This is achieved through the adoption of appropriate context-aware semantic models developed within the project, and via enriching the semantic descriptions with background knowledge, deriving thus higher level contextualised content interpretations that are closer to human perception and appraisal needs. More specifically, the main contributions of the deliverable are the following: A theoretical framework using physics as a metaphor to develop different models of evolving semantic content. A set of proof-of-concept models for semantic drifts due to field dynamics, introducing two methods to identify quantum-like (QL) patterns in evolving information searching behaviour, and a QL model akin to particle-wave duality for semantic content classification. Integration of two specific tools, Somoclu for drift detection and Ncpol2spda for entanglement detection. An “energetic” hypothesis accounting for contextualized evolving semantic structures over time. A proposed semantic interpretation framework, integrating (a) an ontological inference scheme based on Description Logics (DL), (b) a rule-based reasoning layer built on SPARQL Inference Notation (SPIN), (c) an uncertainty management framework based on non-monotonic logics. A novel scheme for contextualized reasoning on semantic drift, based on LRM dependencies and OWL’s punning mechanism. An implementation of SPIN rules for policy and ecosystem change management, with the adoption of LRM preconditions and impacts. Specific use case scenarios demonstrate the context under development and the efficiency of the approach. Respective open-source implementations and experimental results that validate all the above.All these contributions are tightly interlinked with the other PERICLES work packages: WP2 supplies the use cases and sample datasets for validating our proposed approaches, WP3 provides the models (LRM and Digital Ecosystem models) that form the basis for our semantic representations of content and context, WP5 provides the practical application of the technologies developed to preservation processes, while the tools and algorithms presented in this deliverable can be deployed in combination with test scenarios, which will be part of the WP6 test beds.

The current deliverable summarises the work conducted within task T4.4 of WP4, presenting our proposed models for semantically representing digital content and its respective context – the latter refers to any information coming from the environment of the digital object (DO) that offers a better insight into the object’s status, its interrelationships with other content items and information about the object’s context of use. Within PERICLES, we refer to the content semantics enriched with the contextual perspective as “contextualised semantics”. The deliverable presents two complementary modelling approaches, based respectively on (a) ontologies and logics, and, (b) multivariate statistics.

Especially in the fast fashion segment of the global clothing industry, ill-fitting garments degenerate into waste as they return to store, are left unsold or unused, or otherwise outdate. To address these problems of ill-fit, we accessed from databanks the 3D morphological measurements of 478 French female consumers. We extracted virtual mannequins representative of three dominant bodylines types. Clinical evidence suggests that, among body lines for good fit between a particular consumer and a particular grade of garment, the neck and armholes are pivotal. Cross-tabulating across the above matrix of design requirements, our simulation reveals how virtual fitting for draping and ease allowance on a particular virtual mannequin improves fit and thus reduces garment waste. Given that 3D parametrization holds promise to improve sustainability in fast fashion, we call for clinical trials, as well as for replication or trials in other segments of the fashion industry, other products than garments, and/or other industries.

The current deliverable summarises the work conducted within task T4.3 of WP4, focusing on the extraction and the subsequent analysis of semantic information from digital content, which is imperative for its preservability. More specifically, the deliverable defines content semantic information from a visual and textual perspective, explains how this information can be exploited in long-term digital preservation and proposes novel approaches for extracting this information in a scalable manner. Additionally, the deliverable discusses novel techniques for retrieving and analysing the context of use of digital objects. Although this topic has not been extensively studied by existing literature, we believe use context is vital in augmenting the semantic information and maintaining the usability and preservability of the digital objects, as well as their ability to be accurately interpreted as initially intended.

In a transforming retail sector, digitization has boosted innovation and new self-service technologies within stores all over the world. However, innovations within retailing are seldom successful if they are not built on true consumer value. This paper investigates consumer attitudes toward using mobile devices in a retail setting, with specific focus on QR-codes and how they might deliver customer value. The data consists of 150 in-store surveys conducted at two different Swedish retailers. The results of the empirical material show significant differences between age groups with regard to how they value QR-codes but also indicates what would make consumers actually use one. While the consumer group of 40-years old and upward stated they would pick up their mobile phone and scan the QR-code if given a discount, the younger group (up to 40 years old) did not place value on a discount but would scan a QR-code if there was entertainment value in doing so. Except for these differences, the material also reveals low consumer knowledge of QR-codes and that the actual use of them is low. These results, in light of the increased attention from retailers in using mobile devices to communicate with consumers, as well as investment in other digital aids to increase profits, show discrepancies in the perceived value of digital aids on the part of the retailer and the value experienced by the consumer. It is of outmost importance, therefore, to remember consumer value when managing innovations within the retail context.

9. Adaptive Software Architecture Based on Confident HCI for the Deployment of Sensitive Services in Smart Homes

Vega-Barbas, Mario

et al.

KTH-School of Technology and Health.

Pau, Iván

Universidad Politecnica de Madrid.

Martín-Ruiz, María Luisa

Universidad Politecnica de Madrid.

Seoane, Fernando

University of Borås, Faculty of Caring Science, Work Life and Social Welfare. KTH-School of Technology and Health.

Management of change is essential to ensure the long-term reusabilityof digital assets. Change can be brought about in many ways, includingthrough technological, user community and policy factors. Motivated by casestudies in space science and time-based media, we consider the impact ofchange on complex digital objects comprising multiple interdependent entities,such as files, software and documentation. Our approach is based on modellingof digital ecosystems, in which abstract representations are used to assess risksto sustainability and support tasks such as appraisal. The paper is based onwork of the EU FP7 PERICLES project on digital preservation, and presentssome general concepts as well as a description of selected research areas underinvestigation by the project.

In this architectural research exploration, we challenge the notion of an interactive architectural surface as single-layered, two-dimensional interaction interface. Instead, we propose the notion of Interactive Voluminous Substance, which moves the interaction experience into four dimensions, shifting it from far-field, proximity-based interaction to a near-field, tactile one. We present four features of architectural expression that could potentially sustain the embodiment of this Substance: spatial positioning, geometry, expression, hybrid material composition and interaction design. If the future architectural interiors and exteriors are made from Voluminous Architectural Substance, how will it be to dwell with them? We propose two physical prototypes and two interaction stories as speculative objects probing this question.